I am working on a simple patrol script, and everything works but the characters are randomly rolling through the floor when they turn around. Here is a short clip of them...
Here is my script...
public class Patrol : MonoBehaviour
{
public float speed = 5;
public float directionChangeInterval = 1;
public float maxHeadingChange = 30;
public bool useRootMotion;
CharacterController controller;
float heading;
Vector3 targetRotation;
Vector3 forward
{
get { return transform.TransformDirection(Vector3.forward); }
}
void Awake()
{
controller = GetComponent<CharacterController>();
// Set random initial rotation
heading = Random.Range(0, 360);
transform.eulerAngles = new Vector3(0, heading, 0);
StartCoroutine(NewHeadingRoutine());
}
void Update()
{
transform.eulerAngles = Vector3.Slerp(transform.eulerAngles, targetRotation, Time.deltaTime * directionChangeInterval);
if (useRootMotion)
{
return;
}
else
{
controller.SimpleMove(forward * speed);
}
}
void OnControllerColliderHit(ControllerColliderHit hit)
{
if (hit.gameObject.tag == "Player")
{
// Bounce off the obstacle and change direction
var newDirection = Vector3.Reflect(forward, hit.normal);
transform.rotation = Quaternion.FromToRotation(Vector3.forward, newDirection);
heading = transform.eulerAngles.y;
NewHeading();
}
if (hit.gameObject.tag == "Boundary")
{
// Bounce off the obstacle and change direction
var newDirection = Vector3.Reflect(forward, hit.normal);
transform.rotation = Quaternion.FromToRotation(Vector3.forward, newDirection);
heading = transform.eulerAngles.y;
NewHeading();
}
}
/// Finds a new direction to move towards.
void NewHeading()
{
var floor = transform.eulerAngles.y - maxHeadingChange;
var ceil = transform.eulerAngles.y + maxHeadingChange;
heading = Random.Range(floor, ceil);
targetRotation = new Vector3(0, heading, 0);
}
/// Repeatedly calculates a new direction to move towards.
IEnumerator NewHeadingRoutine()
{
while (true)
{
NewHeading();
yield return new WaitForSeconds(directionChangeInterval);
}
}
}
I have tried adding a rigidbody to the characters and constraining rotation, but that doesnt work. Oddly enough, the character control isnt rotating at all. In the scene view I can see the character collider staying as it should, but the character flips through the mesh on its own.
It looks like it's because they are walking into a corner and being bounced between the two walls constantly which causes them to behave strangely. I would add a method of checking for a series of very quick collisions to detect that they are in a corner or stuck and then adapt accordingly, perhaps with a method to rotate 180 degrees and keep walking or the like.
You can do it like this:
float fTime = 0.1f
float fTimer = 0;
int iCollisionCounter;
if(collision){
if(fTimer > 0) iCollisionCounter++;
if(iCollisionCounter >= 5) //Character is stuck
fTimer = fTime;
}
Void Update(){
fTimer -= time.deltaTime;
}
That means that if there are multiple collisions within 0.1 seconds of each other you can handle it.
Hope this helps!